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Ammo rebalancing / Possible crash fix
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@ -1853,7 +1853,7 @@ public class Blocks implements ContentList{
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loopSound = Sounds.beam;
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loopSoundVolume = 2f;
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shootType = new ContinuousLaserBulletType(75){{
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shootType = new ContinuousLaserBulletType(78){{
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length = 200f;
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hitEffect = Fx.hitMeltdown;
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hitColor = Pal.meltdownHit;
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@ -3,6 +3,7 @@ package mindustry.content;
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import arc.graphics.*;
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import mindustry.ctype.*;
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import mindustry.entities.bullet.*;
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import mindustry.entities.effect.*;
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import mindustry.graphics.*;
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public class Bullets implements ContentList{
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@ -110,6 +111,7 @@ public class Bullets implements ContentList{
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backColor = Pal.lightOrange;
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makeFire = true;
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trailEffect = Fx.incendTrail;
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ammoMultiplier = 4f;
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}};
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artilleryExplosive = new ArtilleryBulletType(2f, 20, "shell"){{
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@ -120,7 +122,7 @@ public class Bullets implements ContentList{
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collidesTiles = false;
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ammoMultiplier = 4f;
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splashDamageRadius = 45f * 0.75f;
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splashDamage = 50f;
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splashDamage = 55f;
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backColor = Pal.missileYellowBack;
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frontColor = Pal.missileYellow;
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@ -317,20 +319,26 @@ public class Bullets implements ContentList{
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standardHoming = new BasicBulletType(3f, 12, "bullet"){{
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width = 7f;
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height = 9f;
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homingPower = 0.08f;
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homingPower = 0.1f;
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reloadMultiplier = 1.5f;
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ammoMultiplier = 5;
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lifetime = 60f;
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}};
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standardIncendiary = new BasicBulletType(3.2f, 11, "bullet"){{
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standardIncendiary = new BasicBulletType(3.2f, 16, "bullet"){{
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width = 10f;
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height = 12f;
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frontColor = Pal.lightishOrange;
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backColor = Pal.lightOrange;
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status = StatusEffects.burning;
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hitEffect = new MultiEffect(Fx.hitBulletSmall, Fx.fireHit);
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ammoMultiplier = 5;
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splashDamage = 10f;
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splashDamageRadius = 22f;
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makeFire = true;
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inaccuracy = 3f;
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lifetime = 60f;
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}};
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@ -361,12 +369,15 @@ public class Bullets implements ContentList{
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frontColor = Pal.lightishOrange;
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backColor = Pal.lightOrange;
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status = StatusEffects.burning;
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hitEffect = new MultiEffect(Fx.hitBulletSmall, Fx.fireHit);
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shootEffect = Fx.shootBig;
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makeFire = true;
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pierceCap = 2;
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pierceBuilding = true;
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knockback = 0.7f;
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knockback = 0.6f;
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ammoMultiplier = 3;
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splashDamage = 15f;
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splashDamageRadius = 24f;
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}};
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fireball = new FireBulletType(1f, 4);
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@ -386,7 +397,7 @@ public class Bullets implements ContentList{
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hittable = false;
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}};
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pyraFlame = new BulletType(4f, 55f){{
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pyraFlame = new BulletType(4f, 60f){{
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ammoMultiplier = 6f;
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hitSize = 7f;
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lifetime = 18f;
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@ -880,6 +880,16 @@ public class Fx{
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Drawf.light(Team.derelict, e.x, e.y, 20f * e.fslope(), Pal.lightFlame, 0.5f);
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}),
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fireHit = new Effect(35f, e -> {
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color(Pal.lightFlame, Pal.darkFlame, e.fin());
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randLenVectors(e.id, 3, 2f + e.fin() * 10f, (x, y) -> {
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Fill.circle(e.x + x, e.y + y, 0.2f + e.fout() * 1.6f);
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});
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color();
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}),
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fireSmoke = new Effect(35f, e -> {
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color(Color.gray);
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@ -21,7 +21,7 @@ public class StatusEffects implements ContentList{
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burning = new StatusEffect("burning"){{
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color = Color.valueOf("ffc455");
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damage = 0.12f; //over 8 seconds, this would be ~60 damage
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damage = 0.167f;
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effect = Fx.burning;
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transitionDamage = 8f;
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@ -1137,7 +1137,7 @@ public class UnitTypes implements ContentList{
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hitSize = 58f;
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destructibleWreck = false;
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armor = 13f;
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targetFlags = new BlockFlag[]{BlockFlag.reactor, BlockFlag.core, null};
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targetFlags = new BlockFlag[]{BlockFlag.reactor, BlockFlag.battery, BlockFlag.core, null};
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ammoType = new ItemAmmoType(Items.thorium);
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BulletType fragBullet = new FlakBulletType(4f, 5){{
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@ -30,8 +30,11 @@ public class Pixelator implements Disposable{
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py = Core.camera.position.y;
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Core.camera.position.set((int)px + ((int)(camera.width) % 2 == 0 ? 0 : 0.5f), (int)py + ((int)(camera.height) % 2 == 0 ? 0 : 0.5f));
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int w = (int)(Core.camera.width * renderer.landScale());
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int h = (int)(Core.camera.height * renderer.landScale());
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int w = (int)Core.camera.width, h = (int)Core.camera.height;
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if(renderer.isCutscene()){
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w = (int)(Core.camera.width * renderer.landScale() / renderer.getScale());
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h = (int)(Core.camera.height * renderer.landScale() / renderer.getScale());
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}
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buffer.resize(w, h);
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